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Gamified Learning: The Effectiveness Of Teaching English Subject Using Web Game At SMP Negeri 3 Langsa
IS
Intan Sabrina
Abstrak
This research aimed to investigate the effectiveness of gamified learning using web
based games in teaching the English subject, particularly the Simple Present Tense,
compared to traditional learning methods. The study applied a quasi-experimental
design using two groups: the experimental class taught through web-game-based
gamified learning using Kahoot, and the control class taught through conventional
methods. Each group consisted of 25 seventh-grade students from SMP Negeri 3
Langsa in the 2025/2026 academic year. Data were collected through pre-tests and
post-tests to measure students’ grammar achievement, questionnaires to examine
students’ motivation and engagement, and observation checklists to assess
classroom behavior. The quantitative data were analyzed using SPSS version 26
through normality, homogeneity, and Independent Samples t-test, while qualitative
data from observation and questionnaires were analyzed descriptively to support
the statistical findings. The results showed that the experimental group’s mean
score increased from 51.04 (pre-test) to 57.88 (post-test) with a gain of 6.84 points,
while the control group improved modestly from 49.88 to 52.56 with a gain of 2.68
points. The Independent Samples t-test revealed a significance value of 0.000 <
0.05, indicating a significant difference between the two groups. Furthermore, the
questionnaire results demonstrated that most students in the experimental class felt
more motivated, confident, and focused when learning through web games. The
observation data supported these findings, showing that students exhibited higher
enthusiasm, collaboration, and active participation during gamified sessions. In
conclusion, the implementation of web-game-based gamified learning through
Kahoot significantly enhanced students’ mastery of the Simple Present Tense and
positively influenced their motivation and engagement in learning English.
Therefore, gamified learning can be considered an effective and innovative
approach for English instruction, particularly in junior high schools aiming to create
an enjoyable and interactive classroom environment.
Kata kunci:
Gamified learningweb-based gamesKahootEnglish grammarSimple Present Tense.
Cara mengutip
Intan Sabrina
(2025)
Gamified Learning: The Effectiveness Of Teaching English Subject Using Web Game At SMP Negeri 3 Langsa.
Skripsi, IAIN Langsa.
